Originally posted by DeppressivesBrot:
No, they weren't and yes, it is that much work. Adding subsets for special stuff like this is relatively straight forward - making them really useable in the editor is a tough nut.

If we just add the subsets, would we be able to build fortifications in-game even if they're not placeable via editor?

jsd's hold structure information. Without a jsd, a sandbag is just a pic you can walk through, see through, shoot through with anything, ... There should be editors on kermis ftp, under tools. http://kermi.pp.fi/ Copying should be enough though.Quote:

If we just add the subsets, would we be able to build fortifications in-game even if they're not placeable via editor?

Well I'll be off duty till March (hopefully) so I got time to spare... So if u can tell me what exactly I should add where, I should be able to help, I just don't really understand how the tilesets work... I get that we have a set number of slots for what sti each tileset will have and not all tilestes have free slots so we need to add the bags/wire on the ones that do and replace something that's already there for the ones that don't.
The question is... how do I do that? I tried adding the "sandbags.sti" to all tilesets but nothing seems to have changed...

Most of what you need to get cracking with Tilesets is covered here...

I dont know if you guys have considered this, but how about making fortifications some kind of NPC/character/thing. Think of it as about tanks or cars. This way you could have their own tileset and you could build them on any map and they could be damaged by normal fire. Also it could be possible to build them on roofs.

The thing is they should be visible all the time and they should allow weapon resting. Also can JA handle hundreds of dummy characters like this?

That might work a bit, but not fully. First of all, there can only be up to 255 persons in a sector at the same time (easing that restriction is theoretically easy... but knowing the code, it will probably break everything in fresh new ways). Getting 'persons' to behave like scenery is... bleh. I won't even try to estimate the effort. The game will at least slow down to a crawl.

There are ways to add new tile from tilesets not on maps (this is necessary if we want to keep any maps created so far useful). One way is to pervert the pxitems, but then only the graphics show. On the summer convention '12, we were successful in creating sort of a 'master tileset', from which every map can read. That worked, but the problems at which we stopped were

many tiles had no shadows.

doors created this way did not work (likely also true for any other sort of 'interaction')

our mapper wasn't to happy about the prospect of having to scroll to 65535 single tiles in the map editor

Hmm... would it be possible to have something like a supplementary tileset? Something that could be loaded alongside the base map tileset. That additional tilseset could have the special items like fortifications and such.

A supplementary tileset wouldn't be possible without some pretty major code overhauls.

It's possible that there may be some spare slots in existing tilesets, preferably the 00 Generic set, if they haven't already been filled. But this also means, as Flugente has already mentioned, you'd need someone to basically go through every map in the game to fix existing issues carried over by maps using duplicate slots in the original tileset.

Sadly, I couldn't use it in preparation of the Drassen Counterattack, nor could I install the much-drooled-over rooftop machine gun nests, BUT I have turned Omerta into a bitching rebellious sand castle (Girls welcome. Queens stay out).

Oh, we can do that - in those maps that already have those things in their STI set. Which are very few. This is the reason sandbags are only possible in a few vanilla maps - those that have that tileset.

Smeagol's bigmaps always have that tileset, which is the reason you can place sandbags anywhere there.

And no, tweaking this is not easy. We got that to work two years ago, but the added tiles missed shadows/functionality etc., so I postponed development until I feel like picking it up again, which is likely never.

Flugente, is there any restrictions on where those Sandbag.sti's are postitioned within the tileset? Or is it just a case of having the Sti somewhere (anywhere) contained within?

So for example if some sandbags were in a vehicle slot, or rocks slot, would they still work with your feature? At the moment I see they are within the Barrels and other junk slots, but if other slots are fair game I might have a few more options to add them, at least for some Vengeance maps anyhow.

While I am always happy if people find creative new ways to put corpses to new use, the same as above applies: We can only add those tiles that are already in the tileset. Additionally, corpses do not have any volume ingame (think of them as 'patches'), so we'd new tiles for that - which then won't be in any map.

It seems that today is the day of crazy questions =)
How about trenches? They were implemented in some mods, vanilla or 1.13 based (FFF) .
Is it possible to implement them in stock 1.13, even if they will require special tiles?

It seems that today is the day of crazy questions =)
How about trenches? They were implemented in some mods, vanilla or 1.13 based (FFF) .
Is it possible to implement them in stock 1.13, even if they will require special tiles?

Trenches are just a moderately complex optical illusion. If you can generate them in a way they look good (important, otherwise you can just build bags) and put the tiles in all sets ... lots of work for doing nothing different gameplay wise than a sandbag position.

This post shows the sectors that currently have the required subtileset.

As to your question, not really. The map tilesets are very limited in how many subtileset they allow. Worse, they are often shared between multiple maps. This means you have to look at multiple maps to determine whether a tileset is used, and only if you're lucky and it isn't, you might have luck replacing it. While I coded a small function to help detect that, this requires some debugger and coding knowledge, and still is stupid tedious.

Brute-force replacing tilesets will either crash the game or, at best, make it look like the map file was corrupted, as structures are replaced with other things that make no sense (If I recall, of one used some WF maps with some vanilla tilesets it looked like grass was replaced with coat-hangers and fridges etc.).

Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

Quick question, (possibly) bug related: I used the CTRL+A and CTRL+ALT+A system to build on the second story of a roof. Specifically sandbags. Naturally, trying to build them manually we are disallowed.

When unloading the sector and then reloading it, all fortifications built atop any roof are removed or gone as if they had never been built. Is building on a roof disallowed with this system, or is it a bug?

I'm still way behind on some of these newer features, and our mod is using an older version of the fortifications system but I wanted to ask what does the message '*Gasket had to stop removing a fortification' refer to? Or is this a generic message that is basically saying 'you can't remove that'?

(*or whoever's got a shovel in his hand at the time and is attempting to deconstruct an obstacle)